Shader "IconAlpha"
{
    Properties
    {
        _MainTex("Texture",2D) = "white"{}
        _IconTex("_IconTex", 2D) = "black"{}
        _Color("_Color",Color) = (1,1,1,1)
        _IsPng("_IsPng",Float) = 0
    }
        SubShader
        {
            Tags { "RenderType" = "Transparent" }
            LOD 100

            Pass
            {
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag

                #include "UnityCG.cginc"

                struct appdata
                {
                    float4 vertex : POSITION;
                    float2 uv : TEXCOORD0;
                };

                struct v2f
                {
                    float2 uv : TEXCOORD0;
                    float4 vertex : SV_POSITION;
                };

                sampler2D _MainTex;
                float4 _MainTex_ST;
                sampler2D _IconTex;
                half4 _Color;
                fixed _IsPng;

                v2f vert(appdata v)
                {
                    v2f o;
                    o.vertex = UnityObjectToClipPos(v.vertex);
                    o.uv = v.uv;
                    return o;
                }

                fixed4 frag(v2f i) : SV_Target
                {
                    fixed4 col = tex2D(_MainTex, i.uv);
                    col.rgb = tex2D(_IconTex, i.uv).rgb;
                    //clip(col.g-0.5);
                    
                    col.a = col.r+col.g+col.b;
                    fixed4 col1 = step(col.a, col.g) * _Color;
                    col = step(_IsPng,1)*col+step(_IsPng,0) * lerp(col1, col/7, col.a);
                    return col;
                }
                ENDCG
            }
        }
}
